Browser-based cloud gaming

ABSTRACT

A method for providing gameplay of a cloud video game, including: executing a session of the cloud video game by a cloud gaming machine; establishing, over a network, a peer-to-peer connection between a streaming server and a remote client browser, the peer-to-peer connection being established in accordance with a WebRTC protocol; transmitting, over the peer-to-peer connection from the streaming server to the client browser, gameplay video generated from the executing session of the cloud video game, wherein the gameplay video is encoded in a compressed format, and wherein the gameplay video is rendered for display by the client browser, the gameplay video being rendered in substantial real-time to enable real-time gameplay of the session of the cloud video game through the client browser.

CLAIM OF PRIORITY

This application claims priority to U.S. Non-provisional applicationSer. No. 16/102,535, filed Aug. 13, 2018, entitled “BROWSER-BASED CLOUDGAMING,” which claims priority to U.S. Non-provisional application Ser.No. 15/189,520, filed Jun. 22, 2016, entitled “BROWSER-BASED CLOUDGAMING,” which claims priority to U.S. Provisional Application No.62/349,585, filed Jun. 13, 2016, entitled “BROWSER-BASED CLOUD GAMING.”The disclosures of these applications are incorporated by referenceherein.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods for browser-basedcloud gaming, and more specifically to establishment of a peer-to-peerconnection between a web client application and a streaming server, anduse of the streaming server to handle decryption of an encrypted videostream from a cloud game machine that executes a video game.

BACKGROUND Description of the Related Art

A current area of rapidly growing technology is the field of cloudgaming. Users are able to access a number of games on a cloud gamingsite over a network, such as the Internet, and begin interaction/playingthe game. In order to select a game for game play, a user accesseshis/her account on the cloud gaming site, and initiates one of aplurality of games that are available to the user account for game play.The video generated from the cloud video game is transported to a clientdevice. One example of a cloud gaming system is the Playstation® Nowcloud gaming service.

It is within this context that embodiments of the disclosure arise.

SUMMARY OF THE DISCLOSURE

Implementations of the present disclosure provide methods and systemsthat are used to provide browser-based cloud gaming.

Broadly speaking, implementations of the present disclosure are drawn toa gaming client inside modern web browsers. The browser client can bebuilt using WebRTC technology, which is a well-supported technology thatfunctions similarly over all the major browsers. WebRTC differs from TCPtransport in that error checking or packet guarantees are not performed.Similar to a UDP transport, WebRTC is fast by sending/receiving packetswith little/no overhead.

Implementations of the present disclosure use WebRTC to create apeer-to-peer connection which is a direct connection between twoclients. The peer-to-peer connection allows the connection to avoidmultiple hops and impact latency. Connection initiation is performedusing Session Description Protocol (SDP). SDP is used to create acommunication contract between two devices, and supports several optionsfor the control of buffering, key frame definitions, fallback ports,protocols, etc.

The browser client can be supported by a Node.js server. Node serversare highly performant with very little overhead. The Node servercommunicates directly with the console. The server accepts the currentdata stream as is, and decryption of the stream occurs on the serverside. As the power and performance of the server can be controlled,minimal reliance is placed on user machines which can widely vary incapability.

The decrypted stream can be compressed with standard web technology thatall browsers can support. The server creates a secure session with thebrowser which consumes the stream using WebRTC. In some implementations,the video connection may be through a video streaming server, such as aVLAN streaming server. In some implementations, it is beneficial to havea separate streaming server sending the video and audio stream in tandemwith the Node server.

A WebRTC data channel can also be initiated between the server andbrowser. The data channel is used to send commands back to the executingvideo game. An input device (e.g. controller, keyboard, mouse,touchscreen, etc.) can be used. The command produced by the input deviceis sent via the data channel to the Node server. The Node server thensends the correct command to the console.

Accordingly, a fast connection with minimal latency is established whichprovides a solid gaming experience. Using WebRTC for cross-browserspeedy streaming, the Node server for heavy data operations, and thedata channel to communicate back to the console via the server, it ispossible to create a satisfying gaming experience. Using the Node.jsserver as a communication medium between the console in the game machineand the browser creates a lightweight proxy for the client, whichcreates minimal latency in data transmission but a potentially greatsavings in processing time. WebRTC is used to create a peer-to-peerconnection.

In accordance with some implementations, a method is provided, includingthe following method operations: receiving, over a network from abrowser executed by a client device, a request to initiate gameplay of acloud video game; responsive to receiving the request, transmitting overthe network to the client device a web application configured forexecution by the browser of the client device, and initiating executionof the cloud video game by a cloud game machine to generate a firstvideo stream including video content of the cloud video game that isencoded in a compressed video format and encrypted using an encryptionscheme; transmitting the first video stream from the cloud game machineto a streaming server; decrypting the first video stream by thestreaming server to generate encoded video content; transmitting, by thestreaming server, the encoded video content over the network using asecure protocol to the web application, the transmitting of the encodedvideo content defining a second video stream, the web application beingconfigured to receive and process the second video stream to provide thevideo content of the cloud video game for rendering to a display.

In some implementations, the web application, when executed by thebrowser of the client device, is configured to establish a peer-to-peerconnection over the network with the streaming server; whereintransmitting the second video stream to the web application occurs overthe peer-to-peer connection.

In some implementations, the method further includes: receiving over thepeer-to-peer connection, by the streaming server from the webapplication, input data processed by the web application frominteractive input received at the client device from one or more clientinput devices during the rendering of the video content by the webapplication to the display; processing the input data by the streamingserver to generate commands for the cloud video game, and sending thecommands from the streaming server to the cloud game machine to beapplied to a current game state of the cloud video game to determine afuture game state of the cloud video game.

In some implementations, the one or more client input devices areselected from the group consisting of a keyboard, a mouse, a touchpad, atouch-sensitive display, a game controller, or a motion controller.

In some implementations, the method further includes: identifying, bythe streaming server, a type of the browser of the client device;responsive to identifying the type of the browser, transcoding theencoded video content to a second compressed video format, whereintransmitting the second video stream includes transmitting thetranscoded video content.

In some implementations, the second compressed video format is selectedbased on the identified type of the browser, the second compressed videoformat being a video format that is supported by the browser.

In some implementations, the web application accesses a WebRTC Web API.

In some implementations, the streaming server is a Node.js server.

In some implementations, the game machine is one of a game console, agame console blade or hardware board, or a server computer configured toexecute a virtual game console.

In some implementations, the secure protocol is a Hypertext TransferProtocol Secure (HTTPS) protocol.

In some implementations, the operations of generating the first videostream, transmitting the first video stream, decrypting the first videostream, and transmitting the encoded video content, are performed insubstantial real-time so as to enable real-time interactive gameplay ofthe cloud video game through the browser of the client device.

In some implementations, the video content of the cloud video gamedefines a view of a virtual environment.

In accordance with some implementations, a method is provided, includingthe following method operations: receiving, over a network from a clientdevice, a request to initiate gameplay of a cloud video game; responsiveto receiving the request, initiating execution of the cloud video gameby a cloud game machine to generate a first video stream including videocontent of the cloud video game that is encoded in a compressed videoformat and encrypted using an encryption scheme; responsive toidentifying the request as originating from a browser executed by theclient device, then, transmitting over the network to the client devicea web application configured for execution by the browser of the clientdevice, transmitting the first video stream from the cloud game machineto a streaming server,

decrypting the first video stream by the streaming server to generateencoded video content, and, transmitting, by the streaming server, theencoded video content over the network using a secure protocol to theweb application, the transmitting of the encoded video content defininga second video stream, the web application being configured to receiveand process the second video stream to provide the video content of thecloud video game for rendering to a display; responsive to identifyingthe request as originating from a game console that defines the clientdevice, then, transmitting the first video stream over the network tothe game console for rendering to a display.

In some implementations, the web application, when executed by thebrowser of the client device, is configured to establish a peer-to-peerconnection over the network with the streaming server; whereintransmitting the second video stream to the web application occurs overthe peer-to-peer connection.

In some implementations, further responsive to the identifying therequest as originating from the browser, receiving over the peer-to-peerconnection, by the streaming server from the web application, input dataprocessed by the web application from interactive input received at theclient device from one or more client input devices during the renderingof the video content by the web application to the display; processingthe input data by the streaming server to generate commands for thecloud video game, and sending the commands from the streaming server tothe cloud game machine to be applied to a current game state of thecloud video game to determine a future game state of the cloud videogame.

In some implementations, further responsive to the identifying therequest as originating from the browser, identifying, by the streamingserver, a type of the browser of the client device; responsive toidentifying the type of the browser, transcoding the encoded videocontent to a second compressed video format, wherein transmitting thesecond video stream includes transmitting the transcoded video content.

In some implementations, wherein the second compressed video format isselected based on the identified type of the browser, the secondcompressed video format being a video format that is supported by thebrowser.

In some implementations, wherein the web application accesses a WebRTCWeb API.

In some implementations, wherein the streaming server is a Node.jsserver.

In some implementations, the game machine is one of a game console, agame console blade or hardware board, or a server computer configured toexecute a virtual game console.

Other aspects and advantages of the disclosure will become apparent fromthe following detailed description, taken in conjunction with theaccompanying drawings, illustrating by way of example the principles ofthe disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure, together with further advantages thereof, may best beunderstood by reference to the following description taken inconjunction with the accompanying drawings.

FIG. 1A illustrates a simplified block diagram of an exemplary systemthat is used to preload game content onto a cloud game server, inaccordance with an embodiment of the present disclosure.

FIG. 1B is a flow diagram conceptually illustrating various operationswhich are performed for streaming a cloud video game to a client device,in accordance with implementations of the disclosure.

FIG. 2 conceptually illustrates a process for establishing and handlingcommunications amongst a web browser, a streaming server, and a cloudconsole for purposes of cloud gaming, in accordance with implementationsof the disclosure.

FIG. 3 illustrates a system for cloud gaming, in accordance withimplementations of the disclosure. The user 300 interacts with a clientdevice 304 that is configured to access a cloud gaming service.

FIG. 4 illustrates a system for providing cloud gaming services, inwhich a game machine hosted in a data center may service either of adedicating gaming device client or a browser client device, inaccordance with implementations of the disclosure.

FIG. 5 illustrates a system for cloud gaming, illustrating componentsused to establish communication between a client device and a streamingserver, in accordance with implementations of the disclosure.

FIG. 6 illustrates a method for streaming gameplay of a cloud videogame, in accordance with implementations of the disclosure.

FIG. 7 illustrates an exemplary Information Service Providerarchitecture for delivering informational content and services to userswho are geographically dispersed and connected via a network, inaccordance with implementations of the disclosure.

FIG. 8 illustrates exemplary components of a computing device used forcontrolling content presented to a user, in accordance withimplementations of the disclosure.

FIG. 9 is a block diagram of a Game System 900, in accordance withimplementations of the disclosure.

DETAILED DESCRIPTION

In the following description, numerous specific details are set forth inorder to provide a thorough understanding of the present disclosure. Itwill be apparent, however, to one skilled in the art that the presentdisclosure may be practiced without some or all of these specificdetails. In other instances, well known process steps have not beendescribed in detail in order not to obscure the present disclosure.

One example of a cloud gaming system is the Playstation® Now cloudgaming service. At present, in such a system, the client device is agame console, such as a Playstation® 4 game console. Because theresources of a game console are standardized and known, the streaming ofgameplay video from the cloud-executed video game to the game consolecan be optimized to provide a satisfactory experience. For example, theclient application that is executed by the game console can be developedspecifically for the cloud gaming service in view of the resources ofthe game console.

However, a game console is a proprietary hardware device, and thereforea more universally available mechanism for providing access to a cloudgaming service is sought. One solution is to implement a game client ona web browser. However, there are several different web browsers and anynumber of different client devices having various resourceconfigurations. It is not possible to guarantee the resources of theclient device and thus it is problematic to provide consistent gamestreaming of satisfactory quality when substantial reliance is placed onthe resources of the client device. For this reason, existing cloudgaming setups can require a specific client device coupled withproprietary software.

In an existing cloud gaming system (e.g. Playstation® Now), a cloud gamemachine (e.g. a cloud console device) exists in a data center, and aserver sets up a connection between a client device (e.g. Playstation® 4game console) and the cloud game machine. Then the streaming is directlybetween the cloud game machine and the client, which provides fastconnections allowing for sufficient performance to be a viable service.However, when a web browser requests content from a server, and whenstreaming from the server to the web browser using conventional systems,the performance can be insufficient for cloud gaming due to too manyhops existing between the client device and the cloud game machine, andpossible insufficiencies of the client device's resources.

Thus, implementations in accordance with the present disclosure providea system in which a peer-to-peer connection is established between a webbrowser at a client device and a streaming server. The streaming serveris typically installed local to the cloud game machine to minimizelatency, and handles decryption of a video stream received from a cloudgame machine, thereby reducing reliance on client device resources. Itwill be appreciated that in such a system, the cloud game machine can beconfigured to stream to a dedicated game client device (such as a gameconsole), or to the streaming server which then streams to a web clientthat is instantiated as a web application executed by a web browser at aclient device. Thus, the provided system is flexible in accommodatingboth dedicated client devices and web browser-based clients.

In some implementations, the web application and peer-to-peer connectionwith the streaming server are implemented using WebRTC technologies. Insome implementations, the streaming server is implemented as a Node.jsserver, and can be configured to publish in UDP for optimal streamingperformance. Conventionally, browsers use TCP/IP, which is a serialprocess such that if a packet is lost, then the connection is broken.However, UDP allows packets to be dropped without breaking connection,which is advantageous for streaming video.

Thus, implementations in accordance with the present disclosure providea web client that leverages peer-to-peer technology (e.g. using WebRTCprotocols) to reduce or eliminate intermediary connections, and uses UDPto optimize streaming performance. The streaming server acts as adedicated client device with respect to the cloud game machine,accepting a video stream from the cloud game machine and decrypting it.In some implementations, the streaming server uses Hypertext TransferProtocol Secure (HTTPS) which is a secure protocol to transmit the videocontent to the browser-based client.

Thus, implementations in accordance with the present disclosure providesolutions to the problem of enabling satisfactory streaming gameplay ofa video game through a web browser on a client device whose resourcecapabilities cannot be guaranteed, without requiring the installation ofproprietary software on the client device. The streaming server outputsa video stream that the browser can accept and render withoutsignificantly impacting performance.

Several operations are performed by a server(s) within a data centerassociated with a cloud gaming site when a user request is received fora game title. When the cloud gaming site receives a user request, a datacenter hosting the game associated with the selected game title isidentified and the request is sent to the identified data center forinstantiating the game for the selected game title. In response to therequest, a server at the data center identifies the game code, loads theidentified game code and initializes the files related to the game codein preparation for presenting the game content to a user. Game dataassociated with a game includes generic game data and user-specific gamedata. Therefore, initializing the files includes identifying, loading,and initializing generic game data and user-specific game data.Initializing generic game data may include initializing a graphicsengine, installing graphics data, initializing sound files, installingart work, etc. Initializing user specific data may include locating,transferring, and installing user data, user history, game history, etc.Loading of the generic game data and/or user specific data may takeanywhere from a few seconds to a few minutes depending on the complexityof the game/graphics of the game.

While the generic game data is being loaded and initialized, a “splash”screen may be provided for rendering at the client device. A splashscreen may be designed to provide representative images of the game thatis being loaded, to allow a user a preview of the type of game that isbeing loaded. Once the generic game data is loaded, the audio contentmay be rendered and a selection/navigation screen is presented for userselection/customization. User selection input provided at theselection/navigation screen may include game level selection, gameicon(s) selection, game mode selection, game winnings, otheruser-related data that may require uploading of additional game content.Uploading of user selection input can cause additional delay before thegame content is made available to the user for game play. In someembodiments, game content is made available by streaming the gamecontent from the game cloud system to a user's computing device forviewing and interacting. After loading user specific data, the gamecontent is available for game play.

FIG. 1A illustrates an exemplary system used to load game files for agame available through a cloud gaming site. The system includes aplurality of client devices 100 that are communicatively connected tothe cloud gaming site 104 over a network 102, such as the Internet. Whena request to access the cloud gaming site 104 is received from a clientdevice 100, the cloud gaming site 104 accesses user account information106 stored in a user data store 108 to identify a user associated with aclient device through which the request is initiated. In someembodiments, the cloud gaming site may also validate the identified userin order to determine all the games the user is authorized to view/play.Following user account identification/validation, the cloud gaming siteaccesses a game titles data store 110 to identify the game titles thatare available at the game cloud site for the user account initiating therequest. The game titles data store 110, in turn, interacts with a gamesdatabase 112 to obtain the game titles for all the games that areavailable for the cloud gaming site. As new games are introduced, thegames database 112 will be updated with the game code and the gametitles data store 110 will be provided with game titles information forthe newly introduced games. The client device from where the request isinitiated may or may not be registered with the cloud gaming site, whenthe request was initiated. If the user of the client device initiatingthe request is not a registered user, then the cloud gaming site mayidentify the user as a new user and select the game titles (for e.g., adefault set of game titles) that are appropriate for a new user. Theidentified game titles are returned to the client device for presentingon a display screen 100-a, as shown in FIG. 1A.

User interaction at one of the game titles rendered on the client deviceis detected and a signal is sent to the cloud gaming site. The signalincludes the game title information where the user interaction wasdetected and the user interaction registered at the game title. Inresponse to the signal received from the client device, the cloud gamingsite proactively determines a data center where the game is being hostedand sends a signal to the identified data center to load the gameassociated with the game title for which the user interaction isdetected. In some embodiments, more than one data center may be hostingthe game. In such embodiments, the cloud gaming site may determine thegeo location of the client device initiating the request and identify adata center that is geographically close to the client device and signalthe data center to pre-load the game. The geo location of the user maybe determined using a Global Position System (GPS) mechanism within theclient device, the client's IP address, the client's ping information,to name a few. Of course, the aforementioned ways to detect the geolocation of the user may be exemplary and other types of mechanisms ortools may be used to determine the geo location of the user.Identification of a data center that is close to the client device canminimize latency during user interaction with the game. In someembodiments, the identified data center may not have the requiredbandwidth/capacity to host the game or may be overused. In theseembodiments, the cloud gaming site may identify a second data centerthat is geographically close to the client device. The loading of thegame includes loading game code and executing an instance of the game.

In response to receiving the signal from the cloud gaming site, theidentified data center may select a server at the data center toinstantiate the game on the server. The server is selected based on thehardware/software capabilities available and the game requirements. Theserver may include a plurality of game consoles and the server maydetermine which one of the plurality of game consoles to use to load thegame. The game console may be similar to an independent game console, ormay be a rack-mounted server or a blade server. The blade server, inturn, may include a plurality of server blades with each blade havingrequired circuitry for instantiating a single dedicated application,such as the game. Of course, the game console described above isexemplary and should not be considered restrictive. Other types of gameconsoles, including game stations, etc., and other forms of blade servermay also be engaged for hosting the identified game.

Once the game console is identified, the generic game-related code forthe game is loaded onto the game console and a signal is returned to theclient device via the cloud gaming site over the network identifying thegame console on which the game is instantiated. The loaded game is thusmade available to the user.

FIG. 1B is a flow diagram conceptually illustrating various operationswhich are performed for streaming a cloud video game to a client device,in accordance with implementations of the disclosure. The gaming system118 executes a video game and generates raw (uncompressed) video 120 andaudio 122. The video 120 and audio 122 are captured and encoded forstreaming purposes, as indicated at reference 124 in the illustrateddiagram. The encoding can provide for compression of the video and audiostreams to reduce bandwidth usage and optimize the gaming experience.Examples of encoding formats include H.265/MPEG-H, H.264/MPEG-4,H.263/MPEG-4, H.262/MPEG-2, WMV, VP6/7/8/9, etc.

The encoded audio 126 and encoded video 128 are further packetized intonetwork packets, as indicated at reference numeral 132, for purposes oftransmission over a network such as the Internet. The network packetencoding process can also employ a data encryption process, therebyproviding enhanced data security. In the illustrated implementation,audio packets 134 and video packets 136 are generated for transport overthe network, as indicated at reference 140.

The gaming system 118 additionally generates haptic feedback data 130,which is also packetized into network packets for network transmission.In the illustrated implementation, haptic feedback packets 138 aregenerated for transport over the network, as further indicated atreference 140.

The foregoing operations of generating the raw video and audio and thehaptic feedback data, encoding the video and audio, and packetizing theencoded audio/video and haptic feedback data for transport are performedon one or more servers which collectively define a cloud gamingservice/system. As indicated at reference 140, the audio, video, andhaptic feedback packets are transported over a network, such as and/orincluding the Internet. As indicated at reference 142, the audio packets134, video packets 136, and haptic feedback packets 138, aredecoded/reassembled by the client device to define encoded audio 146,encoded video 148, and haptic feedback data 150 at the client device. Ifthe data has been encrypted, then the network packets are alsodecrypted. The encoded audio 146 and encoded video 148 are then decodedby the client device, as indicated at reference 144, to generateclient-side raw audio and video data for rendering on a display device152. The haptic feedback data 150 can be processed/communicated toproduce a haptic feedback effect at a controller device 156 or otherinterface device through which haptic effects can be rendered. Oneexample of a haptic effect is a vibration or rumble of the controllerdevice 156.

It will be appreciated that a video game is responsive to user inputs,and thus, a similar procedural flow to that described above fortransmission and processing of user input, but in the reverse directionfrom client device to server, can be performed. As shown, a useroperating controller device 156 may generate input data 158. This inputdata 158 is packetized at the client device for transport over thenetwork to the cloud gaming system. The input data packets 160 areunpacked and reassembled by the cloud gaming server to define input data162 on the server-side. The input data 162 is fed to the gaming system118, which processes the input data 162 to update the game state of thevideo game.

During transport (ref. 140) of the audio packets 134, video packets 136,and haptic feedback packets 138, the transmission of data over thenetwork can be monitored to ensure the cloud game stream quality ofservice. For example, network conditions can be monitored as indicatedby reference 164, including both upstream and downstream networkbandwidth, and the game streaming can be adjusted in response to changesin available bandwidth. That is, the encoding and decoding of networkpackets can be controlled based on present network conditions, asindicated by reference 166.

FIG. 2 conceptually illustrates a process for establishing and handlingcommunications amongst a web browser, a streaming server, and a cloudconsole for purposes of cloud gaming, in accordance with implementationsof the disclosure. In the illustrated implementation, the web browser200 has been used to access a cloud gaming service, and the user nowwishes to initiate gameplay of a cloud video game. The web browser hasreceived a web application that is configured to be executed in the webbrowser, and in some implementations, accesses a WebRTC API supported bythe browser. As the web application is executed by the web browser, forpurposes of ease of description of the present implementation, the terms“web browser” and “web application” will be used interchangeably whendescribing their use for gameplay of the cloud video game.

A peer-to-peer connection is established between the web browser 200 anda streaming server 202. In some implementations, the peer-to-peerconnection is established using the RTCPeerConnection API, andfurthermore in accordance with Session Description Protocol (SDP).Broadly speaking, this entails signaling to exchange media configurationinformation by exchanging an offer and an answer using SDP. In theillustrated implementation, the web browser 200 initiates the offer tothe streaming server 202, and the streaming server 202 uses a SessionManagement module 206 to generate an answer in response, indicated atref. 208. This establishes a peer-to-peer connection between the webbrowser 200 and the streaming server 202, which provides for low latencyto enable optimal streaming video performance.

The requested cloud video game is executed by the cloud console 204,which executes the video game and generates video data that is bothencoded in a specific video format and encrypted using an encryptionscheme, defining a first video stream. In a situation wherein the clientdevice is a dedicated client gaming device such as a game console, thisfirst video stream can be directly transmitted to the dedicated clientgaming device, which is configured to decrypt and decode the first videostream. However, in the present implementation, as the client is a webbrowser operating on a client device whose resources may not beguaranteed to provide satisfactory streaming service, then it isdesirable to limit the dependence on the client device's capabilities.Thus, the streaming server 202 includes a Video Re-mixing module 210that is configured to receive the first video stream and decrypt it(ref. 212). This decrypted video can be transmitted over a secureprotocol to the web browser 200 for rendering to a display, therebydefining a second video stream. It will be appreciated that the secureprotocol is one in accordance with the peer-to-peer connectionestablished between the streaming server 202 and the web browser 200(e.g. RTCPeerConnection API). In some implementations, the secureprotocol is one implemented by WebRTC, such as SRTP. It will beappreciated that the streaming server 202, and more specifically theVideo Re-mixing module 210, removes the encryption that was applied bythe cloud console 204, and may apply a different encryption supported bythe web browser 200 for the peer-to-peer connection.

Optionally in an alternative implementation, in addition to decryptingthe first video stream, the Video Re-mixing module 210 may also beconfigured to decode the (decrypted) first video stream (ref. 212), andthen re-encode the resulting video content (ref. 214) in a video formatthat is suitable or preferred for the particular type of web browser200. Examples of web browser types include Internet Explorer, Chrome,Firefox, Safari, etc. The re-encoded video content is transmitted overthe secure protocol to the web browser 200, thus defining the secondvideo stream, which has now been transcoded from the first video stream.

The streaming server additionally includes a Command Translation module216 that can translate input data received via a browser input mechanism(e.g. keyboard, mouse, touchpad, trackball, or any other browser inputdevice) into a console controller command (ref. 218), which will betransmitted to the cloud console 204. In some implementations, the inputdata received from the browser by the streaming server 202 istransmitted using the RTCDataChannel API. Once received from thestreaming server 202, the console controller command is applied by thecloud console 204 to update the state of the executing video game.

FIG. 3 illustrates a system for cloud gaming, in accordance withimplementations of the disclosure. The user 300 interacts with a clientdevice 304 that is configured to access a cloud gaming service. The user300 may operate an input device 302 (e.g. mouse, keyboard, controllerdevice, touchpad, trackball, motion controller, touchscreen, etc.) togenerate and provide input to the client device 304. Furthermore, theclient device 304 can be configured to render content to a displaydevice 314. It will be appreciated that in various implementations, thedisplay device 314 can be a head-mounted display, monitor, LCD/LEDdisplay, touchscreen display, television, projector, etc.

The client device communicates over network 316 to a cloud gaming server318, which provides access to the user's cloud gaming account. The cloudgaming server 318 retrieves user data 324 from a user accounts storage322, the user data 324 being specific for the user 300 in theillustrated embodiment. By way of example, the user data 324 can includevarious cloud gaming related data such as titles 326 which are theavailable game titles for gameplay by the user. These may be game titleswhich the user has purchased, rented, borrowed, been awarded, or towhich the user has otherwise obtained access for gameplay. The user datamay also include game save data 328, trophies 330, statistics 332,social data 334 (e.g. including social graph data), and history data 336(e.g. user access history, gameplay history, etc.).

When the user 300 wishes to play a given cloud video game to which theuser has access permission, the user may use a web browser 306 to accessa graphical user interface (GUI) from a cloud gaming server 318. The GUIis presented by the client device 304 on the display 314, and the user300 may indicate selection of the given cloud video game through theGUI. Upon selection of the video game for gameplay, a game request istransmitted from the client device 304 to the cloud gaming server 318.The game request may identify the game title that the user wishes toplay. In response to receiving the game request, the cloud gaming server318 activates a cloud game machine 204 to instantiate the requestedvideo game title. That is, the cloud game machine 204 is assigned to therequesting client device 304, and begins executing the requested videogame title.

The game machine 204 obtains the requested game title code from gametitles data store 320, and executes the game title code to define theexecuting video game. The game machine 204 outputs a first video streamthat is encrypted and encoded. The first video stream that is outputfrom the game machine 204 is provided to a streaming server 202, whichdecrypts the first video stream. The resulting encoded video can then betransmitted over network 316 in accordance with a secure networkcommunication protocol to the client device 304, defining a second videostream. The second video stream is processed by a web application 308that is executed by the browser 306, and rendered to the display 314 forinteractive gameplay. The web application 308 is provided to the clientdevice 304 from the cloud gaming server 318, in some implementations, inresponse to the request to play the cloud video game. In otherimplementations, the web application 308 may be provided to the clientdevice 304 prior to the request to play the cloud video game. In someimplementations, the web application, or a portion thereof, can becached on the client device 304 in a local storage 310 that isassociated with the web browser 306. In such implementations, the webapplication can, if available, be retrieved from the local storage 310for execution when gameplay of a given video game is requested. It willbe appreciated that the web application 308 is configured to provide forthe processing of the second video stream that is received from thestreaming server 202 for rendering to the display 314, and also mayhandle interactive input received from the input device 302 by theclient device 304, which is processed for transmission back to thestreaming server 202.

As will be appreciated by those skilled in the art, the executing videogame may define a game engine which receives input, and processes theinput to update the game state of the video game. In someimplementations, the game engine of the video game is initialized at thegame machine, while initial content is being presented at the clientdevice. The game engine may be initialized and then entered into apaused state, as the game machine awaits a trigger to continue executionof the game engine. Upon receipt of the trigger, which can be definedfrom a user input, the paused state is exited and the resultingexecution of the game engine provides for the initiation of interactivegameplay of the video game. In some implementations, the initializationof the game engine at the game machine can be configured to load theuser's last saved game data, as in many cases, a user will typicallywish to continue gameplay from their last saved location.

For ease of description, implementations have been described in whichthe game machine 204 is contemplated as a singular device such as a gameconsole or equivalent hardware (e.g. bladed game console hardware).However, it will be appreciated that in other implementations, thefunctionality described as being performed by the game machine may beperformed by a plurality of devices, such as a combination of a gameconsole (or equivalent hardware) and an additional streamingprocessor/server. In such an implementation, the game console mayperform execution of the video game and render an initial video streamthat is unencoded and/or unencrypted, and this initial video stream maythen be encoded and/or encrypted by the separate streamingprocessor/server to generate the aforementioned first video stream thatis processed by the streaming server 202 in the illustratedimplementation. It will be appreciated that the initial video stream canbe transmitted to a dedicated client gaming device as described above,which is capable of decrypting and decoding the initial video stream.However, for purposes of enabling cloud gaming through a web browserwith satisfactory performance for the user, the streaming server 202 isutilized as shown. In this manner, the outputted first video stream fromthe game machine 204 can be used for streaming gameplay to either of adedicated client gaming device or a web browser executing on a clientdevice.

In some implementations, for a given video game, game data 312 can becached or stored to the local storage 310. Such content can be storedand/or retrieved for gameplay of the video game. For example, variousart assets, audio assets, settings, and other data may be stored as partof the game data.

In various implementations, a client device can be a general purposecomputer, a special purpose computer, a portable gaming console, apersonal computer, a laptop computer, a tablet computer, a mobilecomputing device, a portable gaming device, a cellular phone, a set-topbox, a streaming media interface/device, a smart television or networkeddisplay, or any other computing device capable of being configured tofulfill the functionality of a client as defined herein. In someimplementations, the cloud gaming system is configured to detect thetype of client device which is being utilized by the user, and provide acloud-gaming experience appropriate to the user's client device. Forexample, image settings, audio settings and other types of settings maybe optimized for the user's client device.

FIG. 4 illustrates a system for providing cloud gaming services, inwhich a game machine hosted in a data center may service either of adedicating gaming device client or a browser client device, inaccordance with implementations of the disclosure. In the illustratedimplementation, a cloud hosting system 400 is accessible over thenetwork 316 by client devices to enable the cloud gaming services. Datacenter assignment logic 406 is configured to assign a given clientdevice to a specific data center, such as data center 408. It will beappreciated that data center assignment logic 406 may assign a givenclient device to a particular data center based on a variety of factors,including geographic proximity, network proximity, IP address, loadbalancing across data centers, network latency (e.g. between clientdevice and data center), prior assignment to a given data center,location of user game save data at a given data center, etc. The datacenter assignment logic 406 may also reassign a given client device to anew data center, for example, if network conditions change and it isdetermined that better game streaming performance can be obtained byreassigning the client device.

In some implementations, the cloud hosting system 400 manages andprovides to client devices a cloud gaming platform interface. The cloudgaming platform interface can be a graphical user interface that enablesthe user to browse game titles that are available for purchase and/orgameplay, and initiate a request to initiate gameplay of a specificvideo game. It will be appreciated that the cloud gaming platforminterface can be customized depending upon user account data 322 for thespecific user that is accessing the cloud gaming system. In addition toselecting or initiating gameplay of video games, the gaming platforminterface may provide other features, e.g. access to social network(s),news, media libraries, video content, audio content, image content, useraccount settings, etc. In some implementations, when a request toinitiate gameplay of a video game is received from a given clientdevice, then the client device is assigned to the data center 408 andmore specifically, to the specific game machine 204, for streaminggameplay of the video game.

The data center 408 can include a game machine manager 410 that isconfigured to manage the utilization of the various game machines at thedata center including the game machine 204. For example, the assignmentof a given client to a specific game machine in the data center 408 maybe determined by the game machine manager 410. Further, game machinescan be pre-loaded with specific video games based on demand (oranticipated demand) for the video games, so that wait times to initiategameplay of a video game can be reduced. When a client is assigned to agame machine 204, the game machine 204 may load the user's previouslysaved gaming data from a game save data storage 412.

As shown in the illustrated implementation, the output from the gamemachine 204 as it executes the cloud video game can be used to serviceeither of a console client device 414 or a browser client device 304. Inthe case of the console client device (which as noted above, is adedicated client gaming device rather than a browser-based client), theoutput from the game machine 204 is an encrypted and encoded videostream that is transmitted over the network 316 to the console clientdevice 414, for rendering to a display 416, which in someimplementations can be an HMD.

However, in the case wherein the client device is a browser clientdevice 304 that executes a browser (e.g. browser 306 shown at FIG. 3)that is utilized to access the cloud gaming system, then the output fromthe game machine 204 is first provided to a streaming server 202 fordecryption and possible transcoding, before being transmitted over thenetwork 316 to the browser client device 304. In some implementations,the browser of the client device 304 communicates with a web server 402to access the cloud gaming platform interface, and to initiate gameplayof a requested video game. In accordance with implementations of thedisclosure, the first video stream that is generated by the game machine204 is encoded with a suitable encoding scheme and encrypted with anative encryption scheme, whereas the second video stream that istransmitted from the streaming server 202 to the client device 304 canbe encoded as well, but may be encrypted with a different non-nativeencryption scheme that is in accordance with the secure transmissionprotocol (e.g. HTTPS) utilized for transmission between the streamingserver 202 and the client device 304.

It should be appreciated that the aforementioned console client deviceis merely one example of a dedicated client device, and in otherimplementations, it will be appreciated that other types of dedicatedclient devices may be substituted. A dedicated client device forpurposes of the present disclosure is one that is configured to handledecryption of the encrypted video stream that is output from the gamemachine 204, and typically has been qualified for and installed withproprietary software for this purpose. In addition to game consoles,which are typically special purpose computers running specialized gamingplatform software, other types of devices can be configured as dedicatedclient devices, such as a portable gaming device, a set-top box, smarttelevision, or other device that is configured to perform thefunctionality of a dedicated client device in accordance with thepresent disclosure. In contrast to such dedicated client devices, thebrowser client device 304 does not handle decryption of the video streamfrom the game machine 204.

FIG. 5 illustrates a system for cloud gaming, illustrating componentsused to establish communication between a client device and a streamingserver, in accordance with implementations of the disclosure. Toestablish communication between the web client 308 that is executed bythe browser 306 on the client device 304 and the streaming server 516, asignaling procedure is performed. During the signaling procedure,various information is exchanged, including session control messages toinitialize or close communication and report errors, networkconfiguration information (e.g. IP address and port), and mediacapabilities (e.g. codecs and resolutions handled by the browser).

In some implementations, signaling is performed using theRTCPeerConnection API and in accordance with Session DescriptionProtocol (SDP) to define streaming initialization parameters.Furthermore, the Interactive Connectivity Establishment (ICE) frameworkcan be utilized to facilitate exchange of network information and findthe best network path between the client device 304 and the streamingserer 516. Broadly speaking, this may entail first attempting aconnection using the host address obtained from the respective device'soperating system and network card. If this fails (e.g. due to thedevice(s) employing network address translation (NAT)), then an externaladdress is obtained using a STUN server 504, and if that fails, trafficis routed via a TURN relay server 506. In some implementations, the STUNserver and TURN server can be the same server as a TURN server mayinclude the functionality of a STUN server.

The web client 308 accesses a WebRTC API 500 to utilize various WebRTCServices 502 that handle streaming of data between the web client andthe streaming server 516. For example, in some implementations, thevideo stream received by the web client is consumed using WebRTCprotocols, e.g. using the RTCPeerConnection component and the underlyingWebRTC protocols/codecs. The streaming server 516 can include a sessionmanager 518 to handle the establishment of the session between thestreaming server and the web client in accordance with theabove-described signaling procedure.

The cloud game machine 204 executes the cloud video game and therebydefines video game logic 510. The video game logic 510 maintains a gamestate of the video game and continually updates the game state, usinginput from the user playing the video game when provided from theclient. The cloud game machine 204 may include a video renderer 512which generates the encrypted and encoded first video stream. Thestreaming server 516 (e.g. a node.js server) includes decryption logic520 which is configured to decrypt the first video stream received fromthe cloud game machine 204. Optionally, a transcoder 522 may transcodethe decrypted video stream from one encoding format to another encodingformat, so as to optimize for the preferred encoding format for thespecific type of the browser 306. Additional video processing can beperformed, such as bitrate control and/or compression rate, coloradjustment, audio processing, etc. As has been noted, the resultingencoded video content is transmitted over a secure protocol to the webclient 308.

Furthermore, a data channel is established between the web client 308and the streaming server 516, over which input data generated at theclient device 304 is transmitted to the streaming server 516. This inputdata can be generated in response to interactive input received from aninput device (e.g. input device 302) at the client device 304. In someimplementations, the data channel is established using theRTCDataChannel API. The streaming server 516 includes an inputtranslator 524 that is configured to translate the input data receivedover the data channel into one or more commands for the cloud gamemachine 204. The commands are transmitted to the cloud game machine 204,which may include an input handler 514 for processing the receivedcommands and applying them to the video game logic 510.

As has been described in accordance with implementations previouslydiscussed, a video stream is transmitted from the streaming server 516to the client device 304 for handling by the web client 308 andrendering to a display. However, in some implementations, an additionalvideo streaming server 508 (e.g. a VideoLAN streaming server) can beutilized to stream the video content to the client device 304. Theadditional video streaming server 508 may be configured to handletranscoding, bitrate control, or other processing of the video contentso as to optimize the streaming performance for the client device andassociated browser.

FIG. 6 illustrates a method for streaming gameplay of a cloud videogame, in accordance with implementations of the disclosure. At methodoperation 600, a request to initiate gameplay of a cloud video game isreceived over a network (e.g. including the Internet) by a cloud gamingsystem from a client. At method operation 602, the client is assigned toa data center, and furthermore assigned to a specific cloud game machinein the data center that is configured to execute the requested videogame. At method operation 604, the type of the client is determined. Ifthe client is a gaming device that is qualified to handle the videostream generated by the cloud game machine from execution of the videogame, then at operation 610, the video stream from the cloud gamemachine is directly streamed to the client.

However, if the client is a browser executed on a client device (thathas not been qualified in the same manner as the aforementioned gamingdevice client), then at operation 606 the video stream from the cloudgame machine is transmitted to a streaming server which acts as a“client” with respect to the cloud game machine. The streaming serverhandles decryption of the video stream, and may further transcode orotherwise process the video stream. At operation 608, the streamingserver then transmits a second video stream to the browser which is theclient in this case.

The foregoing method thus provides for a cloud game machine to generatean encrypted video stream, and be utilized to service both qualifiedgaming devices and browser-based client devices.

FIG. 7 illustrates an embodiment of an Information Service Providerarchitecture. Information Service Providers (ISP) 770 delivers amultitude of information services to users 782 geographically dispersedand connected via network 786. An ISP can deliver just one type ofservice, such as stock price updates, or a variety of services such asbroadcast media, news, sports, gaming, etc. Additionally, the servicesoffered by each ISP are dynamic, that is, services can be added or takenaway at any point in time. Thus, the ISP providing a particular type ofservice to a particular individual can change over time. For example, auser may be served by an ISP in near proximity to the user while theuser is in her home town, and the user may be served by a different ISPwhen the user travels to a different city. The home-town ISP willtransfer the required information and data to the new ISP, such that theuser information “follows” the user to the new city making the datacloser to the user and easier to access. In another embodiment, amaster-server relationship may be established between a master ISP,which manages the information for the user, and a server ISP thatinterfaces directly with the user under control from the master ISP. Inanother embodiment, the data is transferred from one ISP to another ISPas the client moves around the world to make the ISP in better positionto service the user be the one that delivers these services.

ISP 770 includes Application Service Provider (ASP) 772, which providescomputer-based services to customers over a network. Software offeredusing an ASP model is also sometimes called on-demand software orsoftware as a service (SaaS). A simple form of providing access to aparticular application program (such as customer relationshipmanagement) is by using a standard protocol such as HTTP. Theapplication software resides on the vendor's system and is accessed byusers through a web browser using HTML, by special purpose clientsoftware provided by the vendor, or other remote interface such as athin client.

Services delivered over a wide geographical area often use cloudcomputing. Cloud computing is a style of computing in which dynamicallyscalable and often virtualized resources are provided as a service overthe Internet. Users do not need to be an expert in the technologyinfrastructure in the “cloud” that supports them. Cloud computing can bedivided into different services, such as Infrastructure as a Service(IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS).Cloud computing services often provide common business applicationsonline that are accessed from a web browser, while the software and dataare stored on the servers. The term cloud is used as a metaphor for theInternet (e.g., using servers, storage and logic), based on how theInternet is depicted in computer network diagrams and is an abstractionfor the complex infrastructure it conceals.

Further, ISP 770 includes a Game Processing Server (GPS) 774 which isused by game clients to play single and multiplayer video games. Mostvideo games played over the Internet operate via a connection to a gameserver. Typically, games use a dedicated server application thatcollects data from players and distributes it to other players. This ismore efficient and effective than a peer-to-peer arrangement, but itrequires a separate server to host the server application. In anotherembodiment, the GPS establishes communication between the players andtheir respective game-playing devices exchange information withoutrelying on the centralized GPS.

Dedicated GPSs are servers which run independently of the client. Suchservers are usually run on dedicated hardware located in data centers,providing more bandwidth and dedicated processing power. Dedicatedservers are the preferred method of hosting game servers for mostPC-based multiplayer games. Massively multiplayer online games run ondedicated servers usually hosted by the software company that owns thegame title, allowing them to control and update content.

Broadcast Processing Server (BPS) 776 distributes audio or video signalsto an audience. Broadcasting to a very narrow range of audience issometimes called narrowcasting. The final leg of broadcast distributionis how the signal gets to the listener or viewer, and it may come overthe air as with a radio station or TV station to an antenna andreceiver, or may come through cable TV or cable radio (or “wirelesscable”) via the station or directly from a network. The Internet mayalso bring either radio or TV to the recipient, especially withmulticasting allowing the signal and bandwidth to be shared.Historically, broadcasts have been delimited by a geographic region,such as national broadcasts or regional broadcast. However, with theproliferation of fast internet, broadcasts are not defined bygeographies as the content can reach almost any country in the world.

Storage Service Provider (SSP) 778 provides computer storage space andrelated management services. SSPs also offer periodic backup andarchiving. By offering storage as a service, users can order morestorage as required. Another major advantage is that SSPs include backupservices and users will not lose all their data if their computers' harddrives fail. Further, a plurality of SSPs can have total or partialcopies of the user data, allowing users to access data in an efficientway independently of where the user is located or the device being usedto access the data. For example, a user can access personal files in thehome computer, as well as in a mobile phone while the user is on themove.

Communications Provider 780 provides connectivity to the users. One kindof Communications Provider is an Internet Service Provider (ISP) whichoffers access to the Internet. The ISP connects its customers using adata transmission technology appropriate for delivering InternetProtocol datagrams, such as dial-up, DSL, cable modem, fiber, wirelessor dedicated high-speed interconnects. The Communications Provider canalso provide messaging services, such as e-mail, instant messaging, andSMS texting. Another type of Communications Provider is the NetworkService provider (NSP) which sells bandwidth or network access byproviding direct backbone access to the Internet. Network serviceproviders may consist of telecommunications companies, data carriers,wireless communications providers, Internet service providers, cabletelevision operators offering high-speed Internet access, etc.

Data Exchange 788 interconnects the several modules inside ISP 770 andconnects these modules to users 782 via network 786. Data Exchange 788can cover a small area where all the modules of ISP 770 are in closeproximity, or can cover a large geographic area when the differentmodules are geographically dispersed. For example, Data Exchange 788 caninclude a fast Gigabit Ethernet (or faster) within a cabinet of a datacenter, or an intercontinental virtual area network (VLAN).

Users 782 access the remote services with client device 784, whichincludes at least a CPU, a memory, a display and I/O. The client devicecan be a PC, a mobile phone, a netbook, tablet, gaming system, a PDA,etc. In one embodiment, ISP 770 recognizes the type of device used bythe client and adjusts the communication method employed. In othercases, client devices use a standard communications method, such ashtml, to access ISP 770.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like. Thedisclosure can also be practiced in distributed computing environmentswhere tasks are performed by remote processing devices that are linkedthrough a wire-based or wireless network.

With the above embodiments in mind, it should be understood that thedisclosure can employ various computer-implemented operations involvingdata stored in computer systems. These operations are those requiringphysical manipulation of physical quantities. Any of the operationsdescribed herein that form part of the disclosure are useful machineoperations. The disclosure also relates to a device or an apparatus forperforming these operations. The apparatus can be specially constructedfor the required purpose, or the apparatus can be a general-purposecomputer selectively activated or configured by a computer programstored in the computer. In particular, various general-purpose machinescan be used with computer programs written in accordance with theteachings herein, or it may be more convenient to construct a morespecialized apparatus to perform the required operations.

The disclosure can also be embodied as computer readable code on acomputer readable medium. Alternately, the computer readable code may bedownloaded from a server using the data exchange interconnects describedabove. The computer readable medium is any data storage device that canstore data, which can be thereafter be read by a computer system.Examples of the computer readable medium include hard drives, networkattached storage (NAS), read-only memory, random-access memory, CD-ROMs,CD-Rs, CD-RWs, magnetic tapes and other optical and non-optical datastorage devices. The computer readable medium can include computerreadable tangible medium distributed over a network-coupled computersystem so that the computer readable code is stored and executed in adistributed fashion.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing disclosure has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications can be practiced within the scope of theappended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and the disclosure isnot to be limited to the details given herein, but may be modifiedwithin the scope and equivalents of the described embodiments.

FIG. 8 schematically illustrates the overall system architecture of agaming console, such as Sony® Playstation 3® entertainment device, thatmay be compatible with controllers for implementing an avatar controlsystem in accordance with one embodiment of the present disclosure. Asystem unit 800 is provided, with various peripheral devices connectableto the system unit 800. The system unit 800 can in some implementationsbe a computing server. The system unit 800 comprises: a Cell processor828; a Rambus® dynamic random access memory (XDRAM) unit 826; a RealitySynthesizer graphics unit 830 with a dedicated video random accessmemory (VRAM) unit 832; and an I/O bridge 834. The system unit 800 alsocomprises a Blu Ray® Disk BD-ROM® optical disk reader 840 for readingfrom a disk 840 a and a removable slot-in hard disk drive (HDD) 836,accessible through the I/O bridge 834. Optionally the system unit 800also comprises a memory card reader 838 for reading compact flash memorycards, Memory Stick® memory cards and the like, which is similarlyaccessible through the I/O bridge 834.

The I/O bridge 834 also connects to six Universal Serial Bus (USB) 2.0ports 824; a gigabit Ethernet port 822; an IEEE 802.11b/g wirelessnetwork (Wi-Fi) port 820; and a Bluetooth® wireless link port 818capable of supporting of up to seven Bluetooth connections.

In operation the I/O bridge 834 handles all wireless, USB and Ethernetdata, including data from one or more game controllers 802. For examplewhen a user is playing a game, the I/O bridge 834 receives data from thegame controller 802 via a Bluetooth link and directs it to the Cellprocessor 828, which updates the current state of the game accordingly.

The wireless, USB and Ethernet ports also provide connectivity for otherperipheral devices in addition to game controllers 802, such as: aremote control 804; a keyboard 806; a mouse 808; a portableentertainment device 810 such as a Sony Playstation Portable®entertainment device; a video camera such as an EyeToy® video camera812; and a microphone headset 814. Such peripheral devices may thereforein principle be connected to the system unit 800 wirelessly; for examplethe portable entertainment device 810 may communicate via a Wi-Fi ad-hocconnection, whilst the microphone headset 814 may communicate via aBluetooth link.

The provision of these interfaces means that the Playstation 3 device isalso potentially compatible with other peripheral devices such asdigital video recorders (DVRs), set-top boxes, digital cameras, portablemedia players, Voice over IP telephones, mobile telephones, printers andscanners.

In addition, a legacy memory card reader 816 may be connected to thesystem unit via a USB port 824, enabling the reading of memory cards 848of the kind used by the Playstation® or Playstation 2® devices.

In the present embodiment, the game controller 802 is operable tocommunicate wirelessly with the system unit 800 via the Bluetooth link.However, the game controller 802 can instead be connected to a USB port,thereby also providing power by which to charge the battery of the gamecontroller 802. In addition to one or more analog joysticks andconventional control buttons, the game controller is sensitive to motionin six degrees of freedom, corresponding to translation and rotation ineach axis. Consequently gestures and movements by the user of the gamecontroller may be translated as inputs to a game in addition to orinstead of conventional button or joystick commands. Optionally, otherwirelessly enabled peripheral devices such as the Playstation™ Portabledevice may be used as a controller. In the case of the Playstation™Portable device, additional game or control information (for example,control instructions or number of lives) may be provided on the screenof the device. Other alternative or supplementary control devices mayalso be used, such as a dance mat (not shown), a light gun (not shown),a steering wheel and pedals (not shown) or bespoke controllers, such asa single or several large buttons for a rapid-response quiz game (alsonot shown).

The remote control 804 is also operable to communicate wirelessly withthe system unit 800 via a Bluetooth link. The remote control 804comprises controls suitable for the operation of the Blu Ray™ DiskBD-ROM reader 840 and for the navigation of disk content.

The Blu Ray™ Disk BD-ROM reader 840 is operable to read CD-ROMscompatible with the Playstation and PlayStation 2 devices, in additionto conventional pre-recorded and recordable CDs, and so-called SuperAudio CDs. The reader 840 is also operable to read DVD-ROMs compatiblewith the Playstation 2 and PlayStation 3 devices, in addition toconventional pre-recorded and recordable DVDs. The reader 840 is furtheroperable to read BD-ROMs compatible with the Playstation 3 device, aswell as conventional pre-recorded and recordable Blu-Ray Disks.

The system unit 800 is operable to supply audio and video, eithergenerated or decoded by the Playstation 3 device via the RealitySynthesizer graphics unit 830, through audio and video connectors to adisplay and sound output device 842 such as a monitor or television sethaving a display 844 and one or more loudspeakers 846. The audioconnectors 850 may include conventional analogue and digital outputswhilst the video connectors 852 may variously include component video,S-video, composite video and one or more High Definition MultimediaInterface (HDMI) outputs. Consequently, video output may be in formatssuch as PAL or NTSC, or in 720p, 1080i or 1080p high definition. Audioprocessing (generation, decoding and so on) is performed by the Cellprocessor 828. The Playstation 3 device's operating system supportsDolby® 5.1 surround sound, Dolby® Theatre Surround (DTS), and thedecoding of 7.1 surround sound from Blu-Ray® disks.

In the present embodiment, the video camera 812 comprises a singlecharge coupled device (CCD), an LED indicator, and hardware-basedreal-time data compression and encoding apparatus so that compressedvideo data may be transmitted in an appropriate format such as anintra-image based MPEG (motion picture expert group) standard fordecoding by the system unit 800. The camera LED indicator is arranged toilluminate in response to appropriate control data from the system unit800, for example to signify adverse lighting conditions. Embodiments ofthe video camera 812 may variously connect to the system unit 800 via aUSB, Bluetooth or Wi-Fi communication port. Embodiments of the videocamera may include one or more associated microphones and also becapable of transmitting audio data. In embodiments of the video camera,the CCD may have a resolution suitable for high-definition videocapture. In use, images captured by the video camera may for example beincorporated within a game or interpreted as game control inputs.

In general, in order for successful data communication to occur with aperipheral device such as a video camera or remote control via one ofthe communication ports of the system unit 800, an appropriate piece ofsoftware such as a device driver should be provided. Device drivertechnology is well-known and will not be described in detail here,except to say that the skilled man will be aware that a device driver orsimilar software interface may be required in the present embodimentdescribed.

FIG. 9 is a block diagram of a Game System 900, in accordance withimplementations of the disclosure. Game System 900 is configured toprovide a video stream to one or more Clients 910 via a Network 915.Game System 900 typically includes a Video Server System 920 and anoptional game server 925. Video Server System 920 is configured toprovide the video stream to the one or more Clients 910 with a minimalquality of service. For example, Video Server System 920 may receive agame command that changes the state of or a point of view within a videogame, and provide Clients 910 with an updated video stream reflectingthis change in state with minimal lag time. The Video Server System 920may be configured to provide the video stream in a wide variety ofalternative video formats, including formats yet to be defined. Further,the video stream may include video frames configured for presentation toa user at a wide variety of frame rates. Typical frame rates are 30frames per second, 60 frames per second, and 920 frames per second.Although higher or lower frame rates are included in alternativeembodiments of the disclosure.

Clients 910, referred to herein individually as 910A., 910B., etc., mayinclude head mounted displays, terminals, personal computers, gameconsoles, tablet computers, telephones, set top boxes, kiosks, wirelessdevices, digital pads, stand-alone devices, handheld game playingdevices, and/or the like. Typically, Clients 910 are configured toreceive encoded video streams, decode the video streams, and present theresulting video to a user, e.g., a player of a game. The processes ofreceiving encoded video streams and/or decoding the video streamstypically includes storing individual video frames in a receive bufferof the client. The video streams may be presented to the user on adisplay integral to Client 910 or on a separate device such as a monitoror television. Clients 910 are optionally configured to support morethan one game player. For example, a game console may be configured tosupport two, three, four or more simultaneous players. Each of theseplayers may receive a separate video stream, or a single video streammay include regions of a frame generated specifically for each player,e.g., generated based on each player's point of view. Clients 910 areoptionally geographically dispersed. The number of clients included inGame System 900 may vary widely from one or two to thousands, tens ofthousands, or more. As used herein, the term “game player” is used torefer to a person that plays a game and the term “game playing device”is used to refer to a device used to play a game. In some embodiments,the game playing device may refer to a plurality of computing devicesthat cooperate to deliver a game experience to the user. For example, agame console and an HMD may cooperate with the video server system 920to deliver a game viewed through the HMD. In one embodiment, the gameconsole receives the video stream from the video server system 920, andthe game console forwards the video stream, or updates to the videostream, to the HMD for rendering.

Clients 910 are configured to receive video streams via Network 915.Network 915 may be any type of communication network including, atelephone network, the Internet, wireless networks, powerline networks,local area networks, wide area networks, private networks, and/or thelike. In typical embodiments, the video streams are communicated viastandard protocols, such as TCP/IP or UDP/IP. Alternatively, the videostreams are communicated via proprietary standards.

A typical example of Clients 910 is a personal computer comprising aprocessor, non-volatile memory, a display, decoding logic, networkcommunication capabilities, and input devices. The decoding logic mayinclude hardware, firmware, and/or software stored on a computerreadable medium. Systems for decoding (and encoding) video streams arewell known in the art and vary depending on the particular encodingscheme used.

Clients 910 may, but are not required to, further include systemsconfigured for modifying received video. For example, a client may beconfigured to perform further rendering, to overlay one video image onanother video image, to crop a video image, and/or the like. Forexample, Clients 910 may be configured to receive various types of videoframes, such as I-frames, P-frames and B-frames, and to process theseframes into images for display to a user. In some embodiments, a memberof Clients 910 is configured to perform further rendering, shading,conversion to 3-D, or like operations on the video stream. A member ofClients 910 is optionally configured to receive more than one audio orvideo stream. Input devices of Clients 910 may include, for example, aone-hand game controller, a two-hand game controller, a gesturerecognition system, a gaze recognition system, a voice recognitionsystem, a keyboard, a joystick, a pointing device, a force feedbackdevice, a motion and/or location sensing device, a mouse, a touchscreen, a neural interface, a camera, input devices yet to be developed,and/or the like.

The video stream (and optionally audio stream) received by Clients 910is generated and provided by Video Server System 920. As is describedfurther elsewhere herein, this video stream includes video frames (andthe audio stream includes audio frames). The video frames are configured(e.g., they include pixel information in an appropriate data structure)to contribute meaningfully to the images displayed to the user. As usedherein, the term “video frames” is used to refer to frames includingpredominantly information that is configured to contribute to, e.g. toeffect, the images shown to the user. Most of the teachings herein withregard to “video frames” can also be applied to “audio frames.”

Clients 910 are typically configured to receive inputs from a user.These inputs may include game commands configured to change the state ofthe video game or otherwise affect game play. The game commands can bereceived using input devices and/or may be automatically generated bycomputing instructions executing on Clients 910. The received gamecommands are communicated from Clients 910 via Network 915 to VideoServer System 920 and/or Game Server 925. For example, in someembodiments, the game commands are communicated to Game Server 925 viaVideo Server System 920. In some embodiments, separate copies of thegame commands are communicated from Clients 910 to Game Server 925 andVideo Server System 920. The communication of game commands isoptionally dependent on the identity of the command. Game commands areoptionally communicated from Client 910A through a different route orcommunication channel that that used to provide audio or video streamsto Client 910A.

Game Server 925 is optionally operated by a different entity than VideoServer System 920. For example, Game Server 925 may be operated by thepublisher of a multiplayer game. In this example, Video Server System920 is optionally viewed as a client by Game Server 925 and optionallyconfigured to appear from the point of view of Game Server 925 to be aprior art client executing a prior art game engine. Communicationbetween Video Server System 920 and Game Server 925 optionally occursvia Network 915. As such, Game Server 925 can be a prior art multiplayergame server that sends game state information to multiple clients, oneof which is game server system 920. Video Server System 920 may beconfigured to communicate with multiple instances of Game Server 925 atthe same time. For example, Video Server System 920 can be configured toprovide a plurality of different video games to different users. Each ofthese different video games may be supported by a different Game Server925 and/or published by different entities. In some embodiments, severalgeographically distributed instances of Video Server System 920 areconfigured to provide game video to a plurality of different users. Eachof these instances of Video Server System 920 may be in communicationwith the same instance of Game Server 925. Communication between VideoServer System 920 and one or more Game Server 925 optionally occurs viaa dedicated communication channel. For example, Video Server System 920may be connected to Game Server 925 via a high bandwidth channel that isdedicated to communication between these two systems.

Video Server System 920 comprises at least a Video Source 930, an I/ODevice 945, a Processor 950, and non-transitory Storage 955. VideoServer System 920 may include one computing device or be distributedamong a plurality of computing devices. These computing devices areoptionally connected via a communications system such as a local areanetwork.

Video Source 930 is configured to provide a video stream, e.g.,streaming video or a series of video frames that form a moving picture.In some embodiments, Video Source 930 includes a video game engine andrendering logic. The video game engine is configured to receive gamecommands from a player and to maintain a copy of the state of the videogame based on the received commands. This game state includes theposition of objects in a game environment, as well as typically a pointof view. The game state may also include properties, images, colorsand/or textures of objects. The game state is typically maintained basedon game rules, as well as game commands such as move, turn, attack, setfocus to, interact, use, and/or the like. Part of the game engine isoptionally disposed within Game Server 925. Game Server 925 may maintaina copy of the state of the game based on game commands received frommultiple players using geographically disperse clients. In these cases,the game state is provided by Game Server 925 to Video Source 930,wherein a copy of the game state is stored and rendering is performed.Game Server 925 may receive game commands directly from Clients 910 viaNetwork 915, and/or may receive game commands via Video Server System920.

Video Source 930 typically includes rendering logic, e.g., hardware,firmware, and/or software stored on a computer readable medium such asStorage 955. This rendering logic is configured to create video framesof the video stream based on the game state. All or part of therendering logic is optionally disposed within a graphics processing unit(GPU). Rendering logic typically includes processing stages configuredfor determining the three-dimensional spatial relationships betweenobjects and/or for applying appropriate textures, etc., based on thegame state and viewpoint. The rendering logic produces raw video that isthen usually encoded prior to communication to Clients 910. For example,the raw video may be encoded according to an Adobe Flash® standard,.wav, H.265, H.264, H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith,MPG-x. Xvid. FFmpeg, x264, VP6-8, realvideo, mp3, or the like. Theencoding process produces a video stream that is optionally packaged fordelivery to a decoder on a remote device. The video stream ischaracterized by a frame size and a frame rate. Typical frame sizesinclude 800×600, 1280×720 (e.g., 720p), 1024×768, although any otherframe sizes may be used. The frame rate is the number of video framesper second. A video stream may include different types of video frames.For example, the H.264 standard includes a “P” frame and a “I” frame.I-frames include information to refresh all macro blocks/pixels on adisplay device, while P-frames include information to refresh a subsetthereof. P-frames are typically smaller in data size than are I-frames.As used herein the term “frame size” is meant to refer to a number ofpixels within a frame. The term “frame data size” is used to refer to anumber of bytes required to store the frame.

In alternative embodiments Video Source 930 includes a video recordingdevice such as a camera. This camera may be used to generate delayed orlive video that can be included in the video stream of a computer game.The resulting video stream, optionally includes both rendered images andimages recorded using a still or video camera. Video Source 930 may alsoinclude storage devices configured to store previously recorded video tobe included in a video stream. Video Source 930 may also include motionor positioning sensing devices configured to detect motion or positionof an object, e.g., person, and logic configured to determine a gamestate or produce video-based on the detected motion and/or position.

Video Source 930 is optionally configured to provide overlays configuredto be placed on other video. For example, these overlays may include acommand interface, log in instructions, messages to a game player,images of other game players, video feeds of other game players (e.g.,webcam video). In embodiments of Client 910A including a touch screeninterface or a gaze detection interface, the overlay may include avirtual keyboard, joystick, touch pad, and/or the like. In one exampleof an overlay a player's voice is overlaid on an audio stream. VideoSource 930 optionally further includes one or more audio sources.

In embodiments wherein Video Server System 920 is configured to maintainthe game state based on input from more than one player, each player mayhave a different point of view comprising a position and direction ofview. Video Source 930 is optionally configured to provide a separatevideo stream for each player based on their point of view. Further,Video Source 930 may be configured to provide a different frame size,frame data size, and/or encoding to each of Client 910. Video Source 930is optionally configured to provide 3-D video.

I/O Device 945 is configured for Video Server System 920 to send and/orreceive information such as video, commands, requests for information, agame state, gaze information, device motion, device location, usermotion, client identities, player identities, game commands, securityinformation, audio, and/or the like. I/O Device 945 typically includescommunication hardware such as a network card or modem. I/O Device 945is configured to communicate with Game Server 925, Network 915, and/orClients 910.

Processor 950 is configured to execute logic, e.g. software, includedwithin the various components of Video Server System 920 discussedherein. For example, Processor 950 may be programmed with softwareinstructions in order to perform the functions of Video Source 930, GameServer 925, and/or a Client Qualifier 960. Video Server System 920optionally includes more than one instance of Processor 950. Processor950 may also be programmed with software instructions in order toexecute commands received by Video Server System 920, or to coordinatethe operation of the various elements of Game System 900 discussedherein. Processor 950 may include one or more hardware device. Processor950 is an electronic processor.

Storage 955 includes non-transitory analog and/or digital storagedevices. For example, Storage 955 may include an analog storage deviceconfigured to store video frames. Storage 955 may include a computerreadable digital storage, e.g. a hard drive, an optical drive, or solidstate storage. Storage 915 is configured (e.g. by way of an appropriatedata structure or file system) to store video frames, artificial frames,a video stream including both video frames and artificial frames, audioframe, an audio stream, and/or the like. Storage 955 is optionallydistributed among a plurality of devices. In some embodiments, Storage955 is configured to store the software components of Video Source 930discussed elsewhere herein. These components may be stored in a formatready to be provisioned when needed.

Video Server System 920 optionally further comprises Client Qualifier960. Client Qualifier 960 is configured for remotely determining thecapabilities of a client, such as Clients 910A or 910B. Thesecapabilities can include both the capabilities of Client 910A itself aswell as the capabilities of one or more communication channels betweenClient 910A and Video Server System 920. For example, Client Qualifier960 may be configured to test a communication channel through Network915.

Client Qualifier 960 can determine (e.g., discover) the capabilities ofClient 910A manually or automatically. Manual determination includescommunicating with a user of Client 910A and asking the user to providecapabilities. For example, in some embodiments, Client Qualifier 960 isconfigured to display images, text, and/or the like within a browser ofClient 910A. In one embodiment, Client 910A is an HMD that includes abrowser. In another embodiment, client 910A is a game console having abrowser, which may be displayed on the HMD. The displayed objectsrequest that the user enter information such as operating system,processor, video decoder type, type of network connection, displayresolution, etc. of Client 910A. The information entered by the user iscommunicated back to Client Qualifier 960.

Automatic determination may occur, for example, by execution of an agenton Client 910A and/or by sending test video to Client 910A. The agentmay comprise computing instructions, such as java script, embedded in aweb page or installed as an add-on. The agent is optionally provided byClient Qualifier 960. In various embodiments, the agent can find outprocessing power of Client 910A, decoding and display capabilities ofClient 910A, lag time reliability and bandwidth of communicationchannels between Client 910A and Video Server System 920, a display typeof Client 910A, firewalls present on Client 910A, hardware of Client910A, software executing on Client 910A, registry entries within Client910A, and/or the like.

Client Qualifier 960 includes hardware, firmware, and/or software storedon a computer readable medium. Client Qualifier 960 is optionallydisposed on a computing device separate from one or more other elementsof Video Server System 920. For example, in some embodiments, ClientQualifier 960 is configured to determine the characteristics ofcommunication channels between Clients 910 and more than one instance ofVideo Server System 920. In these embodiments the information discoveredby Client Qualifier can be used to determine which instance of VideoServer System 920 is best suited for delivery of streaming video to oneof Clients 910.

Embodiments of the present disclosure may be practiced with variouscomputer system configurations including hand-held devices,microprocessor systems, microprocessor-based or programmable consumerelectronics, minicomputers, mainframe computers and the like. Thedisclosure can also be practiced in distributed computing environmentswhere tasks are performed by remote processing devices that are linkedthrough a wire-based or wireless network.

With the above embodiments in mind, it should be understood that thedisclosure can employ various computer-implemented operations involvingdata stored in computer systems. These operations are those requiringphysical manipulation of physical quantities. Any of the operationsdescribed herein that form part of the disclosure are useful machineoperations. The disclosure also relates to a device or an apparatus forperforming these operations. The apparatus can be specially constructedfor the required purpose, or the apparatus can be a general-purposecomputer selectively activated or configured by a computer programstored in the computer. In particular, various general-purpose machinescan be used with computer programs written in accordance with theteachings herein, or it may be more convenient to construct a morespecialized apparatus to perform the required operations.

The disclosure can also be embodied as computer readable code on acomputer readable medium. The computer readable medium is any datastorage device that can store data, which can be thereafter be read by acomputer system. Examples of the computer readable medium include harddrives, network attached storage (NAS), read-only memory, random-accessmemory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical andnon-optical data storage devices. The computer readable medium caninclude computer readable tangible medium distributed over anetwork-coupled computer system so that the computer readable code isstored and executed in a distributed fashion.

Although the method operations were described in a specific order, itshould be understood that other housekeeping operations may be performedin between operations, or operations may be adjusted so that they occurat slightly different times, or may be distributed in a system whichallows the occurrence of the processing operations at various intervalsassociated with the processing, as long as the processing of the overlayoperations are performed in the desired way.

Although the foregoing disclosure has been described in some detail forpurposes of clarity of understanding, it will be apparent that certainchanges and modifications can be practiced within the scope of theappended claims. Accordingly, the present embodiments are to beconsidered as illustrative and not restrictive, and the disclosure isnot to be limited to the details given herein, but may be modifiedwithin the scope and equivalents of the present disclosure.

What is claimed is:
 1. A method for providing gameplay of a cloud videogame, comprising: executing a session of the cloud video game by a cloudgaming machine; establishing, over a network, a peer-to-peer connectionbetween a streaming server and a remote client browser, the peer-to-peerconnection being established in accordance with a WebRTC protocol;transmitting, over the peer-to-peer connection from the streaming serverto the client browser, gameplay video generated from the executingsession of the cloud video game, wherein the gameplay video is encodedin a compressed format, and wherein the gameplay video is rendered fordisplay by the client browser, the gameplay video being rendered insubstantial real-time to enable real-time gameplay of the session of thecloud video game through the client browser.
 2. The method of claim 1,wherein the client browser accesses a WebRTC API to render the gameplayvideo for display.
 3. The method of claim 1, wherein establishing thepeer-to-peer connection is in accordance with Session DescriptionProtocol.
 4. The method of claim 1, wherein establishing thepeer-to-peer connection is in accordance with an InteractiveConnectivity Establishment framework.
 5. The method of claim 1, whereinthe streaming server monitors a condition of the peer-to-peer connectionand adjusts the encoding of the gameplay video based on the condition ofthe peer-to-peer connection.
 6. The method of claim 5, wherein thestreaming server adjusts a bitrate or a compression rate of the gameplayvideo based on the condition of the peer-to-peer connection.
 7. Themethod of claim 5, wherein the condition of the peer-to-peer connectionmonitored by the streaming server includes a bandwidth of thepeer-to-peer connection.
 8. The method of claim 1, wherein the gameplayvideo is encoded in a VP9 or MPEG-4 video format.
 9. The method of claim1, further comprising: receiving, over the peer-to-peer connection fromthe client browser, input data from the client browser that is generatedfrom interactivity with the gameplay video as displayed by the clientbrowser.
 10. The method of claim 9, wherein executing the session of thecloud video game includes applying the input data to the session of thecloud video game, to drive the real-time gameplay of the session of thecloud video game through the client browser.
 11. The method of claim 9,wherein the input data is received over a data channel established usinga RTCDataChannel API.
 12. The method of claim 1, wherein establishingthe peer-to-peer connection is configured to reduce or eliminateintermediary connections.
 13. The method of claim 1, further comprising:assigning the client browser to a data center based on a location of theclient browser and a location of the data center, the data centerhosting the cloud gaming machine and the streaming server, the assigningof the client browser to the data center being configured to reducelatency over the pee-to-peer connection.
 14. A method for providinggameplay of a cloud video game, comprising: executing a session of thecloud video game by a cloud gaming machine; establishing, over anetwork, a peer-to-peer connection between a streaming server and aremote client browser, the peer-to-peer connection being established inaccordance with a WebRTC protocol; transmitting, over the peer-to-peerconnection from the streaming server to the client browser, gameplayvideo generated from the executing session of the cloud video game,wherein the gameplay video is encoded in a compressed format, andwherein the gameplay video is rendered for display by the clientbrowser, the gameplay video being rendered in substantial real-time toenable real-time gameplay of the session of the cloud video game throughthe client browser, wherein the client browser accesses a WebRTC API torender the gameplay video for display; wherein the streaming servermonitors a condition of the peer-to-peer connection and adjusts theencoding of the gameplay video based on the condition of thepeer-to-peer connection.
 15. The method of claim 14, whereinestablishing the peer-to-peer connection is in accordance with SessionDescription Protocol or an Interactive Connectivity Establishmentframework.
 16. The method of claim 14, wherein the streaming serveradjusts a bitrate or a compression rate of the gameplay video based onthe condition of the peer-to-peer connection.
 17. The method of claim14, wherein the condition of the peer-to-peer connection monitored bythe streaming server includes a bandwidth of the peer-to-peerconnection.
 18. The method of claim 14, wherein the gameplay video isencoded in a VP9 or MPEG-4 video format.
 19. The method of claim 14,further comprising: receiving, over the peer-to-peer connection from theclient browser, input data from the client browser that is generatedfrom interactivity with the gameplay video as displayed by the clientbrowser; wherein executing the session of the cloud video game includesapplying the input data to the session of the cloud video game, to drivethe real-time gameplay of the session of the cloud video game throughthe client browser.
 20. The method of claim 14, wherein the input datais received over a data channel established using a RTCDataChannel API.